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shepherdjerred

lol-domain

by shepherdjerred

Create match reports for League of Legends

2🍴 1📅 2026年1月24日
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SKILL.md


name: lol-domain description: | League of Legends domain knowledge and terminology. Use when working with match data, champion info, ranked systems, game objectives, items, runes, or player statistics.

League of Legends Domain Reference

Comprehensive reference for League of Legends game concepts, terminology, and data structures.


Ranked System

Tiers (Low to High)

TierDivisionsNotes
IronIV, III, II, ILowest tier
BronzeIV, III, II, I
SilverIV, III, II, IMost populated
GoldIV, III, II, I
PlatinumIV, III, II, I
EmeraldIV, III, II, IAdded Season 13
DiamondIV, III, II, I
MasterNoneTop 0.2%
GrandmasterNoneTop players, 200+ LP
ChallengerNoneTop 300 players per region

LP (League Points)

  • Gain/lose LP from wins/losses
  • Iron-Platinum: baseline +/-25 LP
  • Emerald+: baseline +/-20 LP
  • Promotion between divisions at 100 LP
  • Master+ uses continuous LP (no promotions)
  • Grandmaster requires 200+ LP in Master
  • Challenger requires 500+ LP

Queue Restrictions

Solo/Duo:

  • Most players: queue within 1 tier
  • Iron: can queue up to 2 tiers higher
  • Diamond+: within 2 divisions only
  • Grandmaster+: solo only

Flex:

  • Diamond and below: no restrictions
  • Master+: must be Emerald+ to queue together

Queue Types

Ranked Queues

QueueIDPlayersNotes
Solo/Duo4201-2Main competitive queue
Flex 5v54401, 2, 3, or 5No parties of 4

Casual Queues

QueueIDNotes
Normal (Draft)400Same rules as ranked
Normal (Blind)430Mirror matchups allowed
ARAM450All Random, All Mid

Special Queues

QueueNotes
ClashTournament mode
Arena2v2v2v2 mode
URFUltra Rapid Fire (rotating)
One for AllAll same champion (rotating)

Champion Classes

Primary Classes

ClassRoleExamples
TankAbsorb damage, initiateMalphite, Ornn, Leona
FighterSustained damage + durabilityDarius, Fiora, Jax
AssassinBurst damage, high mobilityZed, Akali, Katarina
MageAbility-based damageLux, Syndra, Orianna
MarksmanSustained ranged damageJinx, Caitlyn, Kai'Sa
SupportUtility, protectionThresh, Lulu, Yuumi

Fighter Subclasses

SubclassTraitsExamples
JuggernautLow mobility, high damage/durabilityDarius, Mordekaiser, Garen
DiverEngage into backlineIrelia, Vi, Camille

Mage Subclasses

SubclassTraitsExamples
Burst MageHigh combo damageSyndra, Annie, Veigar
BattlemageSustained AoE in fightsCassiopeia, Ryze, Swain
Artillery MageExtreme rangeXerath, Lux, Vel'Koz

Assassin Subclasses

SubclassTraitsExamples
AssassinQuick in-and-outZed, Talon, Akali
SkirmisherExtended duelsYasuo, Yone, Fiora

Game Objectives

Dragons (Elemental Drakes)

Spawn at 5:00, respawn 5 minutes after killed. One team getting 4 drakes grants Dragon Soul.

DrakeBuffSoul Effect
Infernal+AD/APAttacks cause AoE explosion
Mountain+Armor/MRShield after not taking damage
Ocean+HP regenDamaging enemies heals you
Cloud+Movement speed (OOC)+Movement speed (permanent)
Hextech+Attack speed + ability hasteChain lightning on attacks
Chemtech+Tenacity + heal/shield powerBrief zombie state on death

Elder Dragon

  • Spawns after one team gets Dragon Soul
  • Grants Elder Dragon buff: bonus true damage + execute enemies below 20% HP
  • Game-ending objective

Baron Nashor

  • Spawns at 20:00
  • Hand of Baron buff (210 seconds):
    • Empowered Recall (4 seconds)
    • Bonus AD/AP
    • Empowers nearby minions significantly
  • Primary objective for sieging/ending

Rift Herald

  • Spawns at 8:00, despawns at 19:45
  • Drops Eye of the Herald (consume to summon Herald)
  • Herald charges towers for massive damage
  • Can spawn twice (second at 13:45 if first killed before 13:45)

Void Grubs

  • Spawn at 5:00 in groups of 3
  • Grant Voidmite stacks (up to 6)
  • Voidmites attack structures alongside you
  • Alternative early objective to dragons

Match Statistics

Core Stats

StatDescription
KDAKills/Deaths/Assists ratio: (K+A)/D
CSCreep Score (minions + jungle monsters killed)
GoldTotal gold earned
Damage DealtTotal damage to champions
Damage TakenTotal damage received
Vision ScoreWards placed + destroyed + control

Gold Values

EventGold
Melee minion~21
Caster minion~14
Cannon minion~60-90
Champion kill (base)300
First Blood+100 bonus
Assist~half of kill gold
Shutdown (2+ kills)+150 per streak level
Dragon~25-100 per player
Baron~300 per player
Tower~50-250 local + ~100 global

Bounty System

Kill StreakBounty
0 (base)300
2 kills450
3 kills600
4 kills700
5 kills800
6 kills900
7+ kills1000 (max)

Runes Reforged

Rune Paths

PathThemeClasses
PrecisionSustained damage, attacksMarksmen, fighters
DominationBurst damage, huntingAssassins, mages
SorceryAbilities, utilityMages, enchanters
ResolveDurability, defenseTanks, supports
InspirationCreative, rule-breakingVarious

Precision Keystones

KeystoneEffect
Press the Attack3 hits = bonus damage + damage amp
Lethal TempoStacking attack speed
Fleet FootworkEnergized heal + movement speed
ConquerorStacking AD/AP + healing

Domination Keystones

KeystoneEffect
Electrocute3 hits/abilities = burst damage
Dark HarvestExecute-style scaling damage
Hail of BladesBurst attack speed (3 attacks)
PredatorMovement speed + damage on first hit

Sorcery Keystones

KeystoneEffect
Summon AeryDamage enemies or shield allies
Arcane CometAbility hits launch comet
Phase Rush3 hits = burst of movement speed

Resolve Keystones

KeystoneEffect
Grasp of the UndyingPeriodic empowered attack + heal
AftershockCC triggers resistances + damage
GuardianShield nearby ally when damaged

Inspiration Keystones

KeystoneEffect
Glacial AugmentSlowing zone on immobilize
Unsealed SpellbookSwap summoner spells
First StrikeBonus gold/damage when striking first

Summoner Spells

SpellCooldownEffect
Flash300sBlink short distance
Ignite180sTrue damage DoT + Grievous Wounds
Teleport360sChannel to allied structure/minion
Heal240sHeal self + ally + movement speed
Exhaust210sSlow + damage reduction on enemy
Barrier180sTemporary shield
Cleanse210sRemove CC + reduce incoming CC
Ghost210sMovement speed boost
Smite90sDamage to monster/minion (jungler)

Common Combinations

RoleCommon Spells
TopFlash + Teleport, Flash + Ignite
JungleFlash + Smite (required)
MidFlash + Ignite, Flash + Teleport
ADCFlash + Heal
SupportFlash + Ignite, Flash + Exhaust

Common Terminology

Gameplay Terms

TermMeaning
AAAuto-attack (basic attack)
AoEArea of Effect
CCCrowd Control (stun, slow, etc.)
CDCooldown
DPSDamage Per Second
DoTDamage over Time
OOMOut of Mana
OOCOut of Combat

Strategic Terms

TermMeaning
AggroAggressive play/drawing enemy attention
All-inCommit all abilities for a kill
BackdoorDestroy nexus by bypassing enemy team
DiveAttack under enemy tower
GankSurprise attack from jungler
KiteAttack while retreating
PeelProtect carry from threats
PokeHarass from range
RoamLeave lane to help elsewhere
Split pushPush side lane while team distracts
ZoneDeny area to enemies with threat

Player State Terms

TermMeaning
FedHas many kills, strong
BehindLess gold/XP than opponent
TiltedFrustrated, playing worse
AutofillAssigned non-preferred role

Meta Terms

TermMeaning
MetaMost effective tactics available
PowerspikePoint where champion becomes strong
ScalingChampion strength growth over time
Early/Mid/Late gameGame phases (~0-15/15-30/30+ min)

Match Phases

Early Game (0-15 min)

  • Laning phase
  • First tower priority
  • Drake and Herald contests
  • Jungle path optimization

Mid Game (15-30 min)

  • Towers falling
  • Roaming and skirmishing
  • Dragon Soul race
  • Baron attempts

Late Game (30+ min)

  • Full builds approaching
  • Baron/Elder Dragon crucial
  • One fight can end game
  • Death timers are long

Sources

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